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June 14, 2025, 04:50:09 pm

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Messages - vangstampede

1
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.2.3
April 21, 2025, 11:23:14 am
Quote from: Rurusachi on April 21, 2025, 09:26:42 amOh this editor is only for editing the rom. It's not for save or memory editing. That's completely different.

Oh, I see. I legit didn't know that, thanks.
2
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.2.3
April 20, 2025, 06:19:04 pm
Quote from: Rurusachi on April 20, 2025, 05:51:37 amIf you mean the starting clan members they are in Formation 0. Formation 0 contains all the recruitable units. Any unit with Faction set to 8 will be a starting clan member.

Not that, I meant editing the stats of all the characters I currently have recruited as clan members. Like, suppose that I accidentally level up Luso as Soldier instead of Paladin. I wanna edit Luso so that Luso stays on the same level but his stat is adjusted as if he just leveled up as Paladin instead of Soldier.

Quote from: Rurusachi on April 20, 2025, 05:51:37 amThese values are defined in the battle scripts which I haven't fully understood yet. I have found the mp per turn part of the script and made a proof-of-concept flat + %max mp per turn mod. I just need to implement it in the editor. I haven't found any other values in there yet but eventually yes

Looking forward to that! I've always thought that it's messed up how Doublehand and Charged Attack only give 8 extra attacks lol
3
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.2.3
April 20, 2025, 04:09:17 am
This editor is able to make it so that Al-Cid can change job? Instant 10/10 in my book.

Some questions, do you have plans to add features to edit:
1. your clan member's stats?
2. abilities, such as changing Charged Attack's 8 attack value into 40 and increasing Regen's health regeneration value?
3. MP regeneration rate, like say, 15 instead of 10?
4
What happens to enemy's movesets if you edit jobs' abilities?

Like say, I delete Viking's Pickpocket and then add Water. Will enemy Vikings with Pickpocket (Lord Grayrl for example) still be able to use Pickpocket, or will Pickpocket be replaced with Water?
5
I found some problems when using the recruitable editor.

In the ability.txt, there are no abilities that are already mastered by:
1. Vaan (Shadow Stalk, Salvage, Steal, Razor's Edge)
2. Penelo (Mincing Minuet, Blade Dance, Slow Dance, Witch Hunt)
3. Hurdy (Requiem, Hide, Battle Chant, Magickal Refrain)
4. Al-Cid (Escort, Interrogate, Impassion)

So I edited the ability.txt so that they include those missing abilities. I thought that the reason the editors are showing the wrong abilities are due to those abilities being missing from the ability.txt. But, when I tried fixing it so that those four characters have already learned the correct abilities, when I clicked Apply Changes, the abilities got reverted to the incorrect ones again.

For example, Hurdy wrongly has Hypochondria, Shadow of Doubt, Agitate, and Traumatize already learned. When I changed it so that he correctly has Requiem, Hide, Battle Chant and Magickal Refrain already learned, as soon as I clicked Apply Changes, they all reverted to Hypochondria, Shadow of Doubt, Agitate, and Traumatize again.

What should I do?

Also, the characters's starting jobs are empty. Are they supposed to be empty?

Really regretted not backing up my ROM before using this. :/
6
FFTA/FFTA2 Hacking / Re: FFA2 enemy abilities
December 05, 2024, 03:36:46 am
Quote from: maroon on November 29, 2024, 12:04:14 amwhen i enter unknown number it become 70 is normal or not

Sorry for late reply. The answer to your question is in this post. I'll quote it:

"That's just a visual bug. As long as you entered the value correctly it should work properly, even though it shows the digits reversed. Just make sure you input a 0 as the first digit, e.g. 0A instead of just A."
7
FFTA/FFTA2 Hacking / Re: FFA2 enemy abilities
November 25, 2024, 07:35:10 pm
Quote from: maroon on November 25, 2024, 08:18:23 amdo you know index(hex) for AP slot abilities

Those are stored in the ROM so you'll have to check one-by-one using Lennart's Ability Editor.

You can't make new values btw, you have to use values already in the game. Which is why in my post Dark is replacing Gauge.

Unless I'm misunderstanding your question?
8
FFTA/FFTA2 Hacking / Re: FFA2 enemy abilities
November 23, 2024, 05:49:06 am
You can, but that alone isn't enough to make that ability usable.

To answer your question (adding enemy abilities to Equipment Editor):
1. Look for the ability's code in Lennart's data (you need Lennart's Ability Editor anyway)
2. Copy the ability (for the sake of example, 0285 dark, remove the | )
3. Open the abilities.txt in the equipment folder
4. Add the code into the txt file, and edit it (0285 dark becomes 0x285 dark)
5. Edit the number at the top accordingly (if you add 2 abilities, then add 2 to that number). Then save the txt file.
6. Open Nightmare and then add the new abilities to the equipments and which jobs you want in the Equipment Editor.
7. Apply the changes (you have to do this per equipment). Then, save the modded ROM.

Next, making that ability usable by the race you want. Let's say you want Hume to be able to learn Dark.
1. Open Lennart's Ability Editor.
2. Decide which Hume ability you want to be replaced with Dark. Let's say you don't want Soldier's Gauge anymore.
3. Look at the AP slot of Gauge. Take note of the hex (B5). Then, empty the code (both Hume and B5 become 00).
4. Add Hume and B5 to Dark's AP slot.
5. Save the modded ROM.

Lastly, editing the job you want to be able to learn Dark. Let's say it's Hume's Ninja.
1. Open Desgeretjin's Text Editor.
2. Open the Command List Editor tab.
3. Delete Gauge from Arts of War's list.
4. Open Dark Magick's command list. Take note of the numbers below Max Ap (in Dark's case, 7 00 00 00 FF FF FF 00 00).
5. Open Ninjutsu's command list.
6. Click "Add new ability". Then, change the newly-added ability to Dark.
7. Enter the string of numbers below Max AP (7 00 00 00 FF FF FF 00 00).
8. Enter the value of Max AP. If you want Ninja to need 100 AP to learn Dark, then enter "a" without quotation marks as Max AP's value.
9. Save the modded ROM.

That's how I do it. CMIIW
9
For FFTA2 Clan's Journey, when you use Rend Power does it do damage? If yes, then it's modded.
10
FFTA/FFTA2 Hacking / Re: FFA2 Equipment editor
November 13, 2024, 12:30:16 am
Quote from: GasT87 on November 12, 2024, 04:17:14 pmI have different values for those, been a while since I touched it but I think ti works with this

Thanks. I needed to do a lot of adjusting first, but everything is working as they are supposed to now, no more 0 Soldier error.

I'm keeping Chocobo Knight in my list tho, just in case.
11
FFTA/FFTA2 Hacking / Re: FFA2 Equipment editor
November 12, 2024, 06:35:45 am
You are talking about this, right? If so, then here, copy this and replace the content of the jobs.txt file in the equipment module folder:

60
0x0 none
0x1 soldier
0x2 thief
0x3 white mage
0x4 black mage
0x5 archer
0x6 paladin
0x7 fighter
0x8 parivir
0x9 ninja
0xa illusionist
0xb blue mage
0xc hunter
0xd seer
0xe warrior
0xf white monk
0x10 dragoon
0x11 defender
0x12 gladiator
0x13 master monk
0x14 bishop
0x15 templar
0x16 cannoneer
0x17 trickster
0x18 beastmaster
0x19 time mage
0x1a alchemist
0x1b arcanist
0x1c sage
0x1d scholar
0x1e keepr
0x1f fencer
0x20 green mage
0x21 elementalist
0x22 red mage
0x23 spellblade
0x24 summoner
0x25 assassin
0x26 sniper
0x27 animist
0x28 mog knight
0x29 fusilier
0x2a juggler
0x2b tinker
0x2c chocobo knight
0x2d flintlock
0x2e berserker
0x2f ranger
0x30 lanista
0x31 viking
0x0c hunter
0x32 raptor
0x33 ravager
0x34 geomancer
0x59 sky pirate
0x5a dancer
0x5b bard
0x5c heritor
0x5e agent
0x5d nightshade

Heritor and Dancer will still be incorrect (like this post) though, I have absolute no idea how to fix those two jobs. The best solution I've come up with is to change to your clean ROM when making Adelle and Penelo learn their Heritor and Dancer skills and then change back to your modded ROM.


EDIT: refer to GasT87's post instead.